So I'm asking people over at java gaming to try out my game and one of them has encountered a problem I can't solve.

Here are his specs:
---FB stencil Bits: 8
---FB depth Bits: 0
---FB Red Bits: 0
---FB Green Bits: 0
---FB Blue Bits: 0
---FB Alpha Bits: 0
---Version: 3.3.14008 Core Profile/Debug Context
---SL Version: 4.50
---glRenderer: ATI Technologies Inc., Radeon (TM) RX 480 Graphics

And at this code snippet he gets an opengl error:

Code :
		 System.out.println("---FB stencil Bits: " + glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE));
		 System.out.println("---FB depth Bits: " + glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE));
		 System.out.println("---FB Red Bits: " + glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_FRONT, GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE));
		 System.out.println("---FB Green Bits: " + glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_FRONT, GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE));
		 System.out.println("---FB Blue Bits: " + glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_FRONT, GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE));
		 System.out.println("---FB Alpha Bits: " + glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_FRONT, GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE));
		 System.out.println("---Version: " + glGetString(GL_VERSION));
		 System.out.println("---SL Version: " + glGetString(GL_SHADING_LANGUAGE_VERSION));
		 System.out.println("---glRenderer: " + glGetString(GL_VENDOR) + ", " + glGetString(GL_RENDERER)); 
		 if (glGetInteger(GL_MAJOR_VERSION) < 3 || (glGetInteger(GL_MAJOR_VERSION) == 3 && glGetInteger(GL_MINOR_VERSION) < 3))
			 throw new IllegalStateException("No opengl 3.3 support!");

And at checkErrors():

Code :
	static void checkErrors(){
		case GL_NO_ERROR: break;
		case GL_INVALID_ENUM : throw new RuntimeException("GLerr: invalid enum");
		case GL_INVALID_VALUE : throw new RuntimeException("GLerr: invalid value");
		case GL_INVALID_OPERATION : throw new RuntimeException("GLerr: invalid operation");
		case GL_STACK_OVERFLOW : throw new RuntimeException("GLerr: stack overflow");
		case GL_STACK_UNDERFLOW : throw new RuntimeException("GLerr: stack underflow");
		case GL_OUT_OF_MEMORY : throw new RuntimeException("GLerr: out of memory");
		case GL_INVALID_FRAMEBUFFER_OPERATION : throw new RuntimeException("GLerr: invalid FB operation");

He gets the GL_INVALID_ENUM.

Now, my question has two parts. Why Am I not getting the same error with my specs:

---FB stencil Bits: 8
---FB depth Bits: 24
---FB Red Bits: 8
---FB Green Bits: 8
---FB Blue Bits: 8
---FB Alpha Bits: 8
---Version: 4.5.0 NVIDIA 369.09
---SL Version: 4.50 NVIDIA
---glRenderer: NVIDIA Corporation, GeForce GTX 660M/PCIe/SSE2

And second, why is he getting the error?

I have a hunch that something in the code is decrepit, but I've googled everything and can't find it... And, if so, if there anything I can specify so that my computer also picks up decrepit stuff, as of CORE 3.3 (perhaps there is lots more of this that I don't know about in other parts of the source code).